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Everything posted by Boeroer
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The Golden Dragon is specifically made for weapon & (bashing) shield use. For a dual wielding barb I'd prefer lots of CON, MIG and INT, Shod-in-Faith Boots, Savage Defiance, Veteran's Recovery and healing bonuses. At first he will be squishy but after some levels and with equipment he will have awesome self healing powers and plenty of health and endurance and staying power while being able to wreck mobs. But he will never be a real tank then. My last solo barb (Ultimate) was such a guy and wielded dual war hammers - was lots of fun. You can try the Golden Dragon approach with dual weapons as well, but then the low CON is not great. If you want a very powerful and fun barb (who focuses more on offense) then pick up the Belt of the Royal Deadfire Cannoneer and Forgemaster Gloves so you can summon Firebrand six times per rest. Take Frenzy, Bloodlust and Blood Thirst as well as every damage bonus you can get. It surely is the variant I always have most fun with.
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No, instead it scales its accuracy and its base (!) damage. This is why it is so freakingly powerful with all dmg bonuses (especially crits if you get Merciless Hand). Turning Wheel might be active (why not?) but that doesn't mean its lash gets applied to the damage of the Long Pain. It's also active if you are wearing hunting bow but doesn't add its lash to it. To be sure: just check the combat log after a hit with the Long Pain, made with several stacked wounds. Lashes will always be shown seperately, like "40 crush, 10 burn". If this is not the case then Turning Wheel still doesn't work with the Long Pain. Blood Testament Gloves do the same as Turning Wheel: they add a lash per wound. In this case it's 2% raw (!) lash per wound. It stacks with everything else.
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It indeed is. Distant Advantage (Wood Elf) works with ranged weapons as well as with ranged targeted spells - for example Whisper of Treason. In my opinion Whisper of Treason is THE cipher power - no matter the difficulty. It has bonus accuracy, high range and a rel. fast cast. Even if it only grazes it takes out one enemy and uses him as bait for a great CC effect. It's like dropping a summon in every fight.
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Hm, on Linux that's just pressing the print key. On Windows10/Steam it's also a keyboard shortcut (forgot which one). Can't believe you can't do it with Win7/GoG. Do you have an Nvidia graphics card? Because they have a toolkit that can run in the background and not only makes screenshots (hit a keyborad shortcut) but is also able to record video. It's quite ok.
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Rooting Pain
Boeroer replied to trever12345's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I guess your problem is that you are already at max wounds. Rooting Pain only procs if you gain wounds and you won't gain them once you are full. As Purudaya said. -
I just checked: "marking" a vessel with Essence Interruptor and then killing it with Grave Calling will spawn one Grave Imp AND one other creature. If you manage to mark a skeleton of Ancient Brittle Bones and kill it with Grave Calling you will spawn two big skeletons, one Grave Imp and one other creature. Hilarious However, the Beckoner skeletons are so squishy that a shot with the bow usually kills them. So I'd advice to take a troubadour with the skelli-chant and Ancient Brittle Bones which gioves you a skeleton every 3 sec, three ones after summoning which you can turn into 12 (!) creatures. It gets quite crowdy... Maybe add an animal companion.
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DoTs don't remove invisibility anymore. That was fixed in a former patch. The boots work like this: you kill an enemy, you immediately turn invisible (for 6 secs or so). If it doesn't work then something's wrong. So far it worked every time for me. Doesn't matter if I console them or not. On the char sheet you will find it under "Current Effects" and also under "Abilites": Which command did you use to get them with the console? The "proper" one would be giveitem LAXD_Boots_U_Slippers_Of_The_Assassin
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Well you don't have to do it all by yourself. One guy with Essence Interruptor, another with Grave Calling. If you can get two summons out of one (or one vessel enemy) that would indeed be hilarious. Six skellies turn into twelve creatures. With Brittle Bones it could even be you spawn 1 skeleton, 1 imp and one creature after skelli-death?
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There are two version of each Frenzy ability in the game: Spirit_Frenzy and Spirit_Frenzy_Berserker. Seems that the wrong one got used (bug on level up)? Are you still getting the upgraded inspirations (Hardy + Tenacious) and the crit conversion? If not then it seems indeed to be as I said. But if only the raw damage part is gone then the ability itself seems to be bugged.
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The bow is very strong because it lets you get summons on the fly while doing damage. You don't need to kill with the bow, just apply the status effect with a crit to an enemy and let others do the killing. With Driving Flight you can affect two enemies with one shot. And scoring crits is rel. easy for a ranger or ranger multiclass. I didn't test yet what happens if you crit your own beckoner-skeletons with the bow and then kill them with Grave Calling. Maybe you get an imp AND another creature?
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You can just use the DEX slider down left to give yourself +5 DEX. Attack Speed mods from active abilities don't stack. The most potent one will be used. Note that Attack Speed bonus (like Frenzy or Swift Strikes) and bonus to recovery (like Hunting Bow modal or Heating up) are to different things and thus will not suppress each other. The first affects attack time and recovery while the latter "only" reduces recovery. What stacks is Heating Up (Streetfighter is flanked), Bloodlust and Sure-Handed Ila, the Hunting Bow modal and bonuses from items (for example Miscreant's Leather + Cutthroat Cosmo pet make you faster than being naked).
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All three would work well. Druid is the most powerful of the three - but only after some levels where he can accumulate some more spell uses. But Spiritshift is always strong. If you take high CON, MIG and INT, Veteran's Recovery, survival healing bonus and Boar form you can totally offtank with such a druid and wreck stuff in melee as well. Fighter starts best - his great starting values and Constant Recovery make him really good at low levels. Later on he lacks a bit of impact though. THen later comes Charge and he's great again. Chanter is the most effective one when it comes to micromanagement. He can tank well while dealing tremendous passive AoE damage from level 9 on and also heal passively. Before lvl 9 he will feel a bit lame if you don't know the tricks. After lvl 9 he feels like "Oh my Goodness!" Since you have no dedicated single target killer yet I would probably take something like the Lady of Pain. I personally would use the variant with Tidefall. Or a boar druid with focus on Spiritshift and shock spells/Wildstrike Shock - since such a guy can also kock out single enemies pretty fast.
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Crit damage is additive. Unfortunately 15% speed and 15% speed is not necessarily 30% speed. I think with +5 DEX + Swift Strikes it fits. But generally attack speed mechanics are kind of complicated. There's a whole thread about it. But you can use this to check: https://naijaro.github.io/deadfire-speed-calculator/ But since it's not updated to 2.0 some values might be different. But you can get a feeling how speed bonuses stack.
